Arma 3
AWR - Advanced Wound Reaction
S. Spartan  [developer] Nov 30, 2022 @ 9:13am
Suggestions
Any suggestions go in here, feel free to post and discuss about it
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Showing 1-15 of 16 comments
Nexogamer401 Dec 3, 2022 @ 8:26am 
I highly suggest adding custom animations, because as seen in PiR, it really adds something and makes every medic job more intense. I'd love to see this become a kind of ACE compatible PiR version.
S. Spartan  [developer] Dec 5, 2022 @ 3:24am 
Originally posted by Nexogamer401:
I highly suggest adding custom animations, because as seen in PiR, it really adds something and makes every medic job more intense. I'd love to see this become a kind of ACE compatible PiR version.

Hi, I already wanted to reply earlier but wasn't home. Custom animations or using other animations sounds like a great idea. I also some some screenshots and would love to use better animations for the crawling in example or when getting hit.

Unfortunately I have no knowledge how to integrate animations in ArmA (yet) and I have no animating skills. But we will definitely take a look at it
Nexogamer401 Dec 10, 2022 @ 4:04am 
Originally posted by S. Spartan:
Originally posted by Nexogamer401:
I highly suggest adding custom animations, because as seen in PiR, it really adds something and makes every medic job more intense. I'd love to see this become a kind of ACE compatible PiR version.

Hi, I already wanted to reply earlier but wasn't home. Custom animations or using other animations sounds like a great idea. I also some some screenshots and would love to use better animations for the crawling in example or when getting hit.

Unfortunately I have no knowledge how to integrate animations in ArmA (yet) and I have no animating skills. But we will definitely take a look at it

Well, I know how to make animations and I know someone, who knows how to integrate them XD. I could definitely give you some directions on that.
S. Spartan  [developer] Dec 12, 2022 @ 10:27am 
Originally posted by Nexogamer401:
Originally posted by S. Spartan:

Hi, I already wanted to reply earlier but wasn't home. Custom animations or using other animations sounds like a great idea. I also some some screenshots and would love to use better animations for the crawling in example or when getting hit.

Unfortunately I have no knowledge how to integrate animations in ArmA (yet) and I have no animating skills. But we will definitely take a look at it

Well, I know how to make animations and I know someone, who knows how to integrate them XD. I could definitely give you some directions on that.

Hi, sounds great when I start working on it I will contact you about it. Just have been busy the after release of the mod with my actual job so I haven't been able to work on the mod yet.
WrathActual Jan 16, 2023 @ 12:23pm 
Loving the mod, man! Brilliant work and it really does add a new immersive element to catching a bullet or piece of shrapnel! I'm looking forward to testing it with my group tomorrow night!

One suggestion is an option to be able to use a weapon (when a limb is fractured for instance) if it's deployed? For example the player drops the weapon or puts it on their back when they're hit, then picks it back up but can't lift it (stuck in lowered weapon pose maybe?) unless they can deploy it on an object or the ground first.

Amazing work though, I'm loving it!
S. Spartan  [developer] Jan 18, 2023 @ 9:11am 
Hi,sounds like an interesting idea when only one arm is factured/too damaged. Will have to discuss it in the team so can't promise anything. Will also have to check the ArmA API if I can check that you deployed the weapon or going to deploy it.

Originally posted by RichActual:
Loving the mod, man! Brilliant work and it really does add a new immersive element to catching a bullet or piece of shrapnel! I'm looking forward to testing it with my group tomorrow night!

One suggestion is an option to be able to use a weapon (when a limb is fractured for instance) if it's deployed? For example the player drops the weapon or puts it on their back when they're hit, then picks it back up but can't lift it (stuck in lowered weapon pose maybe?) unless they can deploy it on an object or the ground first.

Amazing work though, I'm loving it!
WrathActual Jan 19, 2023 @ 12:17pm 
Whether it's possible or not, we're loving the mod, man! Unfortunately yours truly botched the CBA settings on the server initially but we got it sorted in the end and had a blast, thank you and your team for the hard work, it definitely adds a new dimension to getting shot! :)
S. Spartan  [developer] Jan 20, 2023 @ 8:34am 
Well I'm glad you like it. Don't know what could be causing the stuff with the CBA settings. We are just adding new settings with CBAs functions not messing with anything from any other setting. But glad you got it sorted.

Originally posted by RichActual:
Whether it's possible or not, we're loving the mod, man! Unfortunately yours truly botched the CBA settings on the server initially but we got it sorted in the end and had a blast, thank you and your team for the hard work, it definitely adds a new dimension to getting shot! :)
Drew Jan 22, 2023 @ 10:32pm 
Any chance you could add an option to make it so that if a player or AI has a single fractured leg it would force them to crawl?
S. Spartan  [developer] Feb 25, 2023 @ 3:14am 
Originally posted by Drew:
Any chance you could add an option to make it so that if a player or AI has a single fractured leg it would force them to crawl?

Hi, sorry for the late reply. In the current state we have it so that you start limping (which actually is also handled by ACE already). Technically it could be an option to force crawling. Gonna add this on the list to consider adding no promises
Killimanjaro117 Jun 30, 2023 @ 5:39pm 
With what I Mentioned to @Forest, I've got a list here of different suggestions from my unit.

1) AI push towards downed team mates if they have an opportunity to res teammates. Moving up, grabbing the downed teammate, and then pulling them to cover for a res.
2)Configurable slider for ai to potentially start to cook a grenade as players get close
3)For players to have a potential down state where they can't move, but are downed and won't be executed on sight (This player correlates it to something like SOG CDLC)
O. Forest  [developer] Jul 2, 2023 @ 5:48am 
@Killimanjaro117

We have tried to change AI behaviour before, but it's very difficult, I wont mind giving it another try. The last suggestion is probably the easiest and most realistic we can do. Will look into all of them.
Elkien Jul 31, 2024 @ 6:10pm 
would it be possible to prevent a player or ai from using grenades when downed?
S. Spartan  [developer] Aug 1, 2024 @ 1:18am 
Originally posted by Elkien:
would it be possible to prevent a player or ai from using grenades when downed?

We would like to add this, but we haven't found a way to prevent it yet. The only way possible would be to destroy the grenade when it was thrown and re-add it to the inventory. The animation will still be played. Still not a good solution in my opinion.

When we find a good way to prevent it, it will be added as an option
With the proliferation of body armor IRL, many military and SWAT units are now training to aim for the belt line or pelvis in CQB. Hitting someone in the pelvis usually drops them, leaving them unable to stand up and more or less immobilized.

Accordingly, would it be possible to adjust this mod (or introduce settings for adjusting it) so that a unit can be forced to crawl if hit in the pelvis, or just ONE leg? Currently, it takes both legs being injured to drop a unit, and pelvic hits don't count.

For the sake of realism, I think this would be a good feature to introduce! Thanks.
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